The follow up to Kunos Simulation's NetKar Pro was released on Steam's early access service a few weeks ago.

I'm really enjoying it, just wish that the current beta release had the option to race AI or online (currently it's only practice sessions and a variety of hotlapping tests). Actual gameplay is outstanding though, and has led to me pretty much abandoning all of my other racing games trying to beat my hotlap time around Imola in a Formula Abarth.

I've been playing this a lot lately, has to be said I'd argue this is the finest driving simulator out there, it's a shame there is no modern F1 car coming with it but either way it's some great stuff, the driving model is in my opinion the best available right now.

I've been playing a track conversion from Richard Burns Rally (Joux Plane) and it really is something, the tarmac rally stages of RBR with the tarmac physics of Assetto Corsa is something of the perfect combination.

I've been playing this a lot lately, has to be said I'd argue this is the finest driving simulator out there, it's a shame there is no modern F1 car coming with it but either way it's some great stuff, the driving model is in my opinion the best available right now.

I've been playing a track conversion from Richard Burns Rally (Joux Plane) and it really is something, the tarmac rally stages of RBR with the tarmac physics of Assetto Corsa is something of the perfect combination.

The problem is that Kunos Simulations get all their physics data from the manufacturers, so they'd have to get recentish data from someone. I don't see too many teams doing that any time soon.

I'm sure they will never get 100% accurate or complete data, but they can take the data they do get and combined with their expertise make a pretty good estimation. This is ultimately how all the F1 simulations are done, from iRacing, Ferrari Virtual Academy, Rfactor 2, Simraceway etc. Obviously no manufacturer is going to give away the kind of information required to make a 100% accurate simulation of their car, but aside from individual details that seperate the cars the regulations and specifications that the F1 car falls into are well known and documented.

If you think of the work they did with NetKar pro (which was primarily open wheel) and Ferrari Virtual Academy (that Kunos developed for Ferrari) then they are not short of expertise/experience in that area.

Oh I know, but they are very very particular when it comes to details. I don't think they'd do it, just out of pride more than anything.

AC is going to allow modding eventually, so it will probably be the community that start adding Formula One to it. Luckily though, they've got template tyres to build from, which seems to be the most difficult thing to model. Especially since they've moved on from Pacejka models.

Oh I know, but they are very very particular when it comes to details. I don't think they'd do it, just out of pride more than anything.

AC is going to allow modding eventually, so it will probably be the community that start adding Formula One to it. Luckily though, they've got template tyres to build from, which seems to be the most difficult thing to model. Especially since they've moved on from Pacejka models.

This is quite old now (2012) but directly from the developers on the subject

Quote:

The tyre model is something Stefano has created ad hoc. It's based on "single slip profile" with flex, relaxation length, speed sensitive, and everything else you can immagine calculated dynamically and not in steady state.

It's a bit difficult to analyze with graphs and curves because everything is dynamic, but on the other hand it is extremely easy to tweak with relatively a small amount of variables and it is also difficult to do "stupid" things with it. As a result, even modders with low experience, will be able to do very good tyres for their cars, without messing around too much.

So the things you don't see, are difficult and already made by Stefano and to some extend me. The rest is easier to handle.

Most importantly, it gives an amazing feeling of being connected with the road, while at the same time staying always predictable without any moments of "wtf"

This is not our "NTM" that I mentioned in that tweet you've posted. That's an even more advanced tyre model that we are not going to use on v1.0. That one theoretically has some even more impressive potential, but we haven't even driven it, it's just equations and graphs for now (but very impressive hehe).

A few updates ago they added AI to this. It's absolutely fantastic being able to actually race something.

All they are really missing are working headlights (unless the button mapping on my wheel is wrong, the headlights don't turn on at night), some sort of dynamic weather, and a multiplayer function. As it is, it's probably the best racing game you can buy, and absolutely my favourite. And it doesn't have that stupid problem loads of games do when you shift 2 revs into the red and it locks the diff (RF2 is especially guilty of this).

Tomorrow they are adding in the new "Red Pack" DLC and a new physics + AI update pack, including a new tyre model and brake temperature/fade simulation. The DLC pack adds a laser scanned Red Bull Ring, Along with that we have some new Formula 1 cars added.

Maserati 250F (1954-1960)Ferrari F138 (2013)Ferrari SF15 (2015)

The SF15 also comes with very complex and detailed simulation of the MGU-H and MGU-K ERS systems and the energy harvesting, which should be really interesting. I'm personally really excited to give this a try.